cstrike/src/shared/w_ak47.qc

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/*
* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED weapon_ak47 (0 0 1) (-16 -16 0) (16 16 32)
"model" "models/w_ak47.mdl"
COUNTER-STRIKE (1999) ENTITY
AK-47 Weapon
- Buy Menu -
Price: $2500
Terrorists only weapon
*/
#ifdef CLIENT
void
w_rifle_ejectshell(void)
{
static void w_rifle_ejectshell_death(void) {
remove(self);
}
static void w_rifle_ejectshell_touch(void) {
if (other == world)
Sound_Play(self, CHAN_BODY, "modelevent_shell.land");
}
entity eShell = spawn();
setmodel(eShell, "models/rshell.mdl");
eShell.solid = SOLID_BBOX;
eShell.movetype = MOVETYPE_BOUNCE;
eShell.drawmask = MASK_ENGINE;
eShell.angles = [pSeat->m_eViewModel.angles[0], pSeat->m_eViewModel.angles[1], 0];
eShell.velocity = pSeat->m_vecPredictedVelocity;
makevectors(pSeat->m_eViewModel.angles);
eShell.velocity += (v_forward * 0);
eShell.velocity += (v_right * -80);
eShell.velocity += (v_up * 80);
eShell.touch = w_rifle_ejectshell_touch;
eShell.avelocity = [0,45,900];
eShell.think = w_rifle_ejectshell_death;
eShell.nextthink = time + 2.5f;
setsize(eShell, [0,0,0], [0,0,0]);
setorigin(eShell, gettaginfo(pSeat->m_eViewModel, pSeat->m_iVMBones + 1));
}
#endif
enum
{
AK47_IDLE,
AK47_RELOAD,
AK47_DRAW,
AK47_SHOOT1,
AK47_SHOOT2,
AK47_SHOOT3
};
void
w_ak47_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_ak47.fire");
precache_model("models/w_ak47.mdl");
#else
Sound_Precache("modelevent_shell.land");
precache_model("models/v_ak47.mdl");
precache_model("models/p_ak47.mdl");
#endif
}
void
w_ak47_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.ak47_mag, pl.ammo_762mm, -1);
}
string
w_ak47_wmodel(void)
{
return "models/w_ak47.mdl";
}
string
w_ak47_pmodel(player pl)
{
return "models/p_ak47.mdl";
}
string
w_ak47_deathmsg(void)
{
return "";
}
int
w_ak47_pickup(player pl, int new, int startammo)
{
#ifdef SERVER
if (new) {
if (startammo == -1)
pl.ak47_mag = 30;
else
pl.ak47_mag = startammo;
} else {
if (pl.ammo_762mm < AMMO_MAX_762MM) {
pl.ammo_762mm = bound(0, pl.ammo_762mm + 30, AMMO_MAX_762MM);
} else {
return (0);
}
}
#endif
return (1);
}
void
w_ak47_draw(player pl)
{
Weapons_SetModel("models/v_ak47.mdl");
Weapons_ViewAnimation(pl, AK47_DRAW);
#ifdef CLIENT
pl.cs_cross_mindist = 4;
pl.cs_cross_deltadist = 4;
#endif
}
void
w_ak47_primary(player pl)
{
int dmg = 0;
if (pl.w_attack_next > 0) {
return;
}
if (!pl.ak47_mag) {
return;
}
float accuracy = Cstrike_CalculateAccuracy(pl, 110,2.5);
pl.ak47_mag--;
int r = (float)input_sequence % 3;
switch (r) {
case 0:
Weapons_ViewAnimation(pl, AK47_SHOOT1);
break;
case 1:
Weapons_ViewAnimation(pl, AK47_SHOOT2);
break;
default:
Weapons_ViewAnimation(pl, AK47_SHOOT3);
break;
}
if (self.flags & FL_CROUCHING)
Animation_PlayerTop(pl, ANIM_SHOOT_AK47, 0.45f);
else
Animation_PlayerTop(pl, ANIM_CROUCH_SHOOT_AK47, 0.45f);
#ifdef CLIENT
View_SetMuzzleflash(MUZZLE_RIFLE);
View_AddEvent(w_rifle_ejectshell, 0.0f);
#else
dmg = Skill_GetValue("plr_ak47_dmg", 36);
TraceAttack_SetRangeModifier(2.375); /* 18 units!!! */
TraceAttack_SetPenetrationPower(1);
Cstrike_BulletRecoil_ApplyPre(pl,1);
TraceAttack_FireBulletsWithDecal(1, pl.origin + pl.view_ofs, dmg, [accuracy,accuracy], WEAPON_AK47, "Impact.BigShot");
Cstrike_BulletRecoil_ApplyPost(pl,1);
Sound_Play(pl, CHAN_WEAPON, "weapon_ak47.fire");
#endif
Cstrike_ShotMultiplierAdd(pl, 1.5, 1.05);
pl.w_attack_next = 0.0975f;
pl.w_idle_next = pl.w_attack_next;
}
void
w_ak47_reload(player pl)
{
if (pl.w_attack_next > 0.0) {
return;
}
if (pl.ak47_mag >= 30) {
return;
}
if (!pl.ammo_762mm) {
return;
}
Weapons_ViewAnimation(pl, AK47_RELOAD);
pl.w_attack_next = 2.4f;
pl.w_idle_next = pl.w_attack_next;
#ifdef SERVER
static void w_weapon_reload_done(void) {
player pl = (player)self;
Weapons_ReloadWeapon(pl, player::ak47_mag, player::ammo_762mm, 30);
}
pl.think = w_weapon_reload_done;
pl.nextthink = time + pl.w_attack_next - 0.1f;
#endif
}
void
w_ak47_release(player pl)
{
w_cstrike_weaponrelease();
/* auto-reload if need be */
if (pl.w_attack_next <= 0.0)
if (pl.ak47_mag == 0 && pl.ammo_762mm > 0) {
Weapons_Reload(pl);
return;
}
}
float
w_ak47_aimanim(player pl)
{
return pl.flags & FL_CROUCHING ? ANIM_CROUCH_AIM_AK47 : ANIM_AIM_AK47;
}
void
w_ak47_hud(player pl)
{
#ifdef CLIENT
Cstrike_DrawCrosshair();
HUD_DrawAmmo1();
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(aicon_pos, [24,24], g_hud7_spr, [72/256,72/256], [24/256, 24/256], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
#endif
}
int
w_ak47_isempty(player pl)
{
if (pl.ak47_mag <= 0 && pl.ammo_762mm <= 0)
return 1;
return 0;
}
void
w_ak47_hudpic(player pl, int selected, vector pos, float a)
{
#ifdef CLIENT
vector hud_col;
if (w_ak47_isempty(pl))
hud_col = [1,0,0];
else
hud_col = g_hud_color;
HUD_DrawAmmoBar(pos, pl.ammo_762mm, AMMO_MAX_762MM, a);
if (selected) {
drawsubpic(
pos,
[170,45],
g_hud11_spr,
[0,0],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
} else {
drawsubpic(
pos,
[170,45],
g_hud11_spr,
[0,0],
[170/256,45/256],
hud_col,
a,
DRAWFLAG_ADDITIVE
);
}
#endif
}
weapon_t w_ak47 =
{
.name = "ak47",
.id = ITEM_AK47,
.slot = 0,
.slot_pos = 7,
.weight = 25,
.allow_drop = TRUE,
.draw = w_ak47_draw,
.holster = __NULL__,
.primary = w_ak47_primary,
.secondary = __NULL__,
.reload = w_ak47_reload,
.release = w_ak47_release,
.postdraw = w_ak47_hud,
.precache = w_ak47_precache,
.pickup = w_ak47_pickup,
.updateammo = w_ak47_updateammo,
.wmodel = w_ak47_wmodel,
.pmodel = w_ak47_pmodel,
.deathmsg = w_ak47_deathmsg,
.aimanim = w_ak47_aimanim,
.hudpic = w_ak47_hudpic,
.type = csweapon_ranged_type,
.isempty = w_ak47_isempty
};
#ifdef SERVER
void
weapon_ak47(void)
{
Weapons_InitItem(WEAPON_AK47);
}
#endif